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      • Development of e-Learning Content Based on SAM for corporate Learners

        ( Hyojung Jung ),( Hyejeong Lee ),( Yoonhee Shin ),( Younglong Kim ) 한국교육공학회 2016 한국교육공학회 학술대회발표자료집 Vol.2016 No.1

        In this study, e-learning content was developed based on the SAM (Successive Approximation Model) to suggest a new e-learning model for employees. SAM is a method for creative resolution of problems through the iterative processes of design, develop, evaluate. By analyzing employees`` experience and perception of e-learning, coupled with analyses of current trends in HRD and technology, various insights and ideas for the design and development of e-learning content was elicited. The final content was completed through three steps of prototyping and feedback from learners and experts. The strategies for designing and developing e-learning content used in this study are: (1) to thoroughly scope the learning experience and develop it with minimal costs (2) to present the proper amount of learning content for a reduce cognitive load in e-learning, so that learners can process information more effectively (3) to produce a video lecture with byte size for updating new content directly (4) to develop content using HTML5 for easier accessibility with pc, mobile, and other devices. The usability test results obtained from learners and experts show that this content is better than the previous content in terms of effectiveness, aesthetic impression, efficiency, presentation strategy, content structure, engagement, and accessibility.

      • KCI등재

        Comparing Korean and Japanese Middle School Home Economics Curricula Through an ESD Lens

        Hyojung Jung,유난숙 한국가정과교육학회 2022 한국가정과교육학회지 Vol.34 No.5

        This study analyzed and compared the learning elements and achievement standards in Korea and Japan's current middle school home economics (HEc) curricula, focusing on the dietary, clothing, and housing life areas. Evidence was sought for the presence of six education for sustainable development (ESD) concepts: diversity, interaction, finiteness, fairness, cooperation, and responsibility. Despite that both nations have historically influenced each other's HEc curriculum, Japan and Korea presented totally different profiles relative to which ESD concepts appeared most frequently, either explicit or deduced by the researchers. Two ESD concepts dominated the Japanese curriculum accounting for half the evidence of ESD: interaction and cooperation. Three totally different ESD concepts evenly dominated the Korean curriculum accounting for more than two thirds of the evidence for ESD: finiteness, diversity, and fairness. Different profiles emerged for the three HEc subject areas. Results strongly suggested that a full representation of ESD was lacking in both curricula with the strongest evidence for interaction followed to a lesser extent by diversity and cooperation. Notions of responsibility, fairness, and finiteness were weak or lacking. Evidence of the presence of the six ESD concepts was namely through inference instead of direct evidence. Future curricular revisions in Korea and Japan should draw on insights from this study to better ensure the deep entrenchment of ESD in middle school HEc education.

      • KCI등재

        Trends and Future Directions of Corporate e-learning Contents

        Hyojung Jung 한국유통과학회 2018 The Journal of Industrial Distribution & Business( Vol.9 No.2

        Purpose – One of the biggest problems in the e-learning distribution process is the lack of quality content and learners' discredit in e-learning content. In order to respond to the various demands of the corporate education field appropriately, it is necessary to search for directions of new e-learning models that are out of traditional e-learning contents. The purpose of this study is to identify recent trend issues related to corporate e-learning and to suggest directions for development. Research design, data, and methodology – Based on the literature review, trend issues that should be considered important in corporate e-learning were derived. Online survey was conducted to evaluate the importance-feasibility of each issue to 13 experts on e-learning and corporate education. The contents of the questionnaire are as follows: 1) recognition of importance and feasibility of trend issues to be considered important in the future corporate education field; 2) factors to be considered in developing future e-learning contents. Results – Six trends derived from a comprehensive literature review. The most important e-learning trends for corporate education field were 'mobile learning', 'micro learning', 'blended learning', 'social learning', 'adaptive learning', ‘engaged learning'. As a result of evaluating the importance and feasibility of each issue, experts point out that 'mobile learning' and 'micro learning' should be actively considered for introduction and utilization at present. In addition, 'social learning' and 'blended learning' need to be actively considered in the near future. On the other hand, experts recognized that 'adaptive learning' and 'engaged learning' need to be prepared from a long-term perspective. Conclusions – There are two main reasons for this result. First, in corporate e-learning, it is important to 1) be able to update on time, 2) the connection with the workplace is important. Second, it requires realistic verification of the expected performance of the learning model. To be considered part of the future are as follows: First, the value and effectiveness of the new e-learning type should be studied. Seconds, e-learning contents should be developed through adopting SAM or Agile methodology. Through this process, we would be able to enhance the quality in e-learning content.

      • The Effects of the Online Ideation Tool on the Creative Potential and Ideation Process

        ( Hyojung Jung ),( Younglong Kim ),( Dongsik Kim ) 한국교육공학회 2016 한국교육공학회 학술대회발표자료집 Vol.2016 No.1

        Ever since the recent creative economy era has come into being, the country has been actively discussing ways to foster creative human resources. In the past, creativity was thought to be lofty, intelligent, and something out of the ordinary. However, recent research finds that creativity comes in much simpler forms and that education can be used to promote the development of creativity. Society can no longer rely solely on problem solving abilities, and must now look to evolve towards creative problem solving abilities. For these reasons, the development of creative human resources will be an essential topic in the current era of the creative economy. Unfortunately, only temporary training programs are implemented in learning creative thinking techniques, and it is also far from a real-life context. This is because there is a misunderstanding of the concept of ``Creativity`` and creativity education is considered with only introducing creative thinking techniques. There are new definitions for creativity, creative ideas for daily life, social life, process, and so on. Accordingly, proper creative education systems and support are required to foster creative human resources. This research suggests that the new online ideation tool contributes to developing creative competency. While learners were using this tool, they created more ideas than before about the given subject and it stimulated the learner``s creative potential and ideation process.

      • KCI등재

        Deriving Design Principles for Educational Chatbots from Empirical Studies on Human–Chatbot Interaction

        Hyojung Jung(정효정),Jinju Lee(이진주),Chaeyeon Park(박채연) 한국디지털콘텐츠학회 2020 한국디지털콘텐츠학회논문지 Vol.21 No.3

        This study derives design principles according to the role of chatbots through a systematic review of educational chatbots. We propose design principles that should be considered, depending on the role of the chatbot. When designing a chatbot that plays the role of a tutor, it is necessary to consider the Live emotion principle, Modality principle, and Extraneous principle. When designing a chatbot that acts as an evaluator, the Bot effect principle should be considered. When developing a chatbot that acts as a responder, the Gender principle and Modality principle should be considered. In the case of a chatbot that plays the role of a moderator, it is necessary to consider the Neutral emotion principle, and in the case of a chatbot that plays the role of peer learner, the Modality principle (voice), the Imitation principle, and the Neutral emotion principle should be considered. In the future, it is necessary to study the method of contents presentation and the differentiated role of educational chatbots.

      • KCI등재

        A Case Study on Development of Mobile Chatbot for Promoting Creative Ideation

        Hyojung Jung(정효정),Chae-Yeon Park(박채연),Jin-Ju Lee(이진주),Sung Youn Pak(박성연) 한국디지털콘텐츠학회 2019 한국디지털콘텐츠학회논문지 Vol.20 No.11

        The purpose of this study is to develop an educational chatbot for the enhancement of creativity and analyze the direct experience of using the chatbot through contextual inquiry. 23 users were required to utilize the chatbot named Idea Ping Pong and the experience of recognition and actual use of a said chatbot. As a result, most participants indicated that the chatbot could contribute to creative ideas. In particular, learners were satisfied with the chatbot’s suggestion of a new perspective and approach. They responded that the chatbots helped with the development of joyful feelings and sustaining focus on their development of creative ideas. However, learners felt bored with the repetitive conversation patterns held with the chatbots and a quick way to communicate with chatbots hindering them to develop mature ideas. This research is valuable in that it provides an opportunity to explore how chatbots can be used to promote higher-order creative thinking.

      • KCI등재
      • 인지 부하 이론을 기반으로 한 전자책 프로토타입 개발

        정효정(Hyojung Jung),김동식(Dongsik Kim) 한양대학교 교육공학연구소 2007 학습과학연구 Vol.1 No.-

        본 연구는 인지부하 이론에 기반을 둔 전자교과서 개발을 위한 설계 원리의 제안을 그 목적으로 한다. 전자교과서가 꼭 갖추어야 할 네 가지 요소로서 내용 요소, 네비게이션 지원 요소, 학습 활동 지원 요소, 커뮤니케이션 지원 요소에 관심을 두고, 각각의 설계 전략으로서 해결 예 원리, 부분적 해결 예 원리, 분산 원리, 이중 양식 원리, 중복 원리, 전문가 역전 효과 원리, 안내의 점진적 감소 원리 등의 적용 방안을 제안하였다. 이번 연구는 설계 원리의 도출 및 프로토타입 개발에 중점을 두었으나, 추후 연구에서는 실제 개발을 통하여 그 효과성을 검증하고, 설계 원리를 수정하는 연구가 이루어져야 할 것이다. This study suggests some design principles and implementation principles for developing electronic book. The purposes of these design principles are to facilitate initiative learning and to overcome the limitations of traditional paper based book. Design principles are drawn from cognitive load theory. The first principle is to make the appropriate use of multiple resources. The second is to provide navigational aids. The third is to facilitate learning activity by using technical scaffoldings. The last is to support linkings to other content or interactive connections among learners. This study developed just prototype of electronic book based on these design principles. The further study should conducted to identify the appropriateness of these principles and prototype.

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